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Author Topic: Tagged items  (Read 2623 times)

Re: Tagged items
« Reply #15 on: November 19, 2011, 03:10:52 pm »

Grommok, you got my idea perfectly.
« Last Edit: November 19, 2011, 04:14:35 pm by DrakoWolf »
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Re: Tagged items
« Reply #16 on: November 19, 2011, 04:05:14 pm »

I think some of you don't get it , full loot stays.
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Re: Tagged items
« Reply #17 on: November 19, 2011, 04:19:09 pm »

You make it sound like you actually enjoy killing low level players...
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Re: Tagged items
« Reply #18 on: November 19, 2011, 05:44:32 pm »

You make it sound like you actually enjoy killing low level players...

I'm one individual that doesn't see it efficient to take rubber boots and other miscellaneous items from players who are possibly not familiar with threats they may face and will , items that won't provide me with any sufficient amount of profit. I don't see how i should process pleasure or any other emotion by exterminating " low level players ".

If you die , you die and leave what you had , i don't see how some magic items that reappears after death will improve anything.


« Last Edit: November 19, 2011, 05:47:10 pm by T-888 »
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Re: Tagged items
« Reply #19 on: November 19, 2011, 06:00:51 pm »

So your basically saying that you don't kill low level players, because there is no profit (If i understood you correctly) and that's good.

However I have to argue with "magically reappearing" since if you "die" and talk to someone in the camp, they will tell you that you did not actually die, just barely survived, and they helped you get back on your feet, so some small hidden item could be still with you when they dragged you away.

And about what it will improve... When you are lvl 1-6 and have no one to give you equipment, even a 10mm pistol is a treasure. 

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avv

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Re: Tagged items
« Reply #20 on: November 19, 2011, 08:08:31 pm »

If low level players could keep some of their items it would create a completely new build: low level courier/barter build. This build would roam unsafe town shops, buy stuff with caps and stash those items in their safe slots. He doesn't fear death because if he dies he won't lose anything.
It would also encourage players not to care about their lives and enter unsafe locations with as little gear as possible to be able to carry the materials accessed there in their safe slots.

For example Junkyard: enter without anything at all, reach the chemical comps gathering area, get the mats and it doesn't matter if you die since you will keep those items.

And what's even worse: low level pvp looters. Some low level guy comes in battlefield, grabs high tier equipment, plants it in his safe slot and gets to keep it. That would be goddamn annoying, especially when proxie'd.

Getting to keep equipment is not good idea because it will give players feeling of safety in situations where their character's life is in danger. Safe feelings will lead to retarded use of character.
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Re: Tagged items
« Reply #21 on: November 19, 2011, 09:11:13 pm »

You know avv you always point out the right faults and what you say makes sense. A lot.

I was thinking more of a right click, drop-down menu function tagging, like when you want to use an item in your inventory (I don't know where people got the safe slot idea) I think that would slow the process down enough to kill the pvp looter, before he can tag the stolen item.

Of course this still wouldn't fix the problem with the Junktown example...

Ok, what if item multiples (caps, ammo, chemical components, mats) aren't taggable. That way this function couldn't be used for shopping (I dont think anyone will create a low lvl alt jut to do a one item exchange), and would prevent safe gathering builds.



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avv

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Re: Tagged items
« Reply #22 on: November 19, 2011, 09:53:41 pm »

This is just a matter that someone brings up every now and then, so answers why it's not in game have always existed.

Ok, what if item multiples (caps, ammo, chemical components, mats) aren't taggable. That way this function couldn't be used for shopping (I dont think anyone will create a low lvl alt jut to do a one item exchange), and would prevent safe gathering builds.

If something needs to stay in inventory after death, then it's tools and brahmins skins. Those are the items that nuubs need and keep losing in their first playing hours. Anything else, preferrably not.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Tagged items
« Reply #23 on: November 19, 2011, 10:06:27 pm »

However I have to argue with "magically reappearing" since if you "die" and talk to someone in the camp, they will tell you that you did not actually die, just barely survived, and they helped you get back on your feet, so some small hidden item could be still with you when they dragged you away.

What i see is my body blown into chunks of meat and then some guy tries to convince me that i didn't die , it's only a background story it supposed to .... to make some sense but it doesn't. These tagged items will provide more magic , we have enough to deal with already.

I don't even bother to touch the matter how it could be abused , or wouldn't work it's just full loot is a must for the fonline environment , how to explain ...... , simply put it encourages people to " rape " each other when they meet up in the wasteland. Kinda fits with the " wasteland is harsh ".

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Re: Tagged items
« Reply #24 on: November 19, 2011, 10:15:09 pm »

OK... I have heard some really good arguments against the subject.

I think its safe to say that the idea was outvoted, consider suggestion withdrawn.
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Grommok

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Re: Tagged items
« Reply #25 on: November 20, 2011, 03:22:15 pm »

For example Junkyard: enter without anything at all, reach the chemical comps gathering area, get the mats and it doesn't matter if you die since you will keep those items.
Obiviously i dont think that you can carry thousands of items in your "safe slot", just one or two. This would mean alot of time, but yes, this could teorically be done.

I still think that suggestion makes sense. However, it's up to the devs decide if they like this or not...
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Quote from: Grommok
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